The Mortar can mow down hordes of enemies by the splash damage from its shell. Don't let enemies get too close to it!
- Damage per Second: 4
- Damage per Shot: 20
- Hitpoints: 400
- Cost: 8,000
- Build Time: 8 hours
- Experience Gained: 169
- Town Hall Level Required: 3
- Damage per Second: 5
- Damage per Shot: 25
- Hitpoints: 450
- Cost: 32,000
- Build Time: 12 hours
- Experience Gained: 207
- Town Hall Level Required: 4
- Damage per Second: 6
- Damage per Shot: 30
- Hitpoints: 500
- Cost: 120,000
- Build Time: 1 day
- Experience Gained: 293
- Town Hall Level Required: 5
- Damage per Second: 7
- Damage per Shot: 35
- Hitpoints: 550
- Cost: 400,000
- Build Time: 2 days
- Experience Gained: 415
- Town Hall Level Required: 6
- Damage per Second: 8
- Damage per Shot: 40
- Hitpoints: 600
- Cost: 800,000
- Build Time: 4 days
- Experience Gained: 587
- Town Hall Level Required: 6
- Damage per Second: 9
- Damage per Shot: 45
- Hitpoints: 650
- Cost: 1,600,000
- Build Time: 5 days
- Experience Gained: 657
- Town Hall Level Required: 8
- Damage per Second: 11
- Damage per Shot: 55
- Hitpoints: 700
- Cost: 3,200,000
- Build Time: 7 days
- Experience Gained: 777
- Town Hall Level Required: 9
- Damage per Second: 13
- Damage per Shot: 65
- Hitpoints: 750
- Cost: 6,400,000
- Build Time: 10 days
- Experience Gained: 929
- Town Hall Level Required: 10
- Mortars are the player's heavy defenses. Whenever an enemy comes into range, it blasts out an explosive shell with a low frequency "ping".
- Mortars shoot long-range explosive shells every 5 seconds which deal devastating splash damage to every unit within a small radius of the impact point. Their splash damage, combined with their long range, make them deadly weapons against large groups of weaker enemies such as Barbarians, Archers, or Goblins.
- A mortar's major disadvantages are its inability to attack troops within 4 tiles and its low rate of fire.
- Due to the fact that the Mortar's shell takes a while to reach its target (over a second at maximum range), fast troops like Goblins can easily dodge its attack if they are moving when the Mortar fires.
- Mortars cannot target air troops.
- Mortars should generally be placed towards the center of your base, preferably behind at least one set of Walls. Its long range allows the Mortar to attack from far behind other structures.
- Since the Mortar deals heavy splash damage, it can quite rapidly eliminate attacking troops.
- It is smart to form a triangle or square with your Mortars near the center of your base, as this allows multiple Mortars to attack the same area.
- At each level, the Mortar can kill a same-level Archer in a single shot. i.e. A level 1 mortar can one-shot level 1 Archers, level 2 can one-shot level 2 Archers, etc.
- Putting a Mortar and Wizard Tower together makes a smart pair, because the Mortar covers a large area while the Wizard Tower helps protect the Mortar from mass air troops and covers the Mortar's blind spot.
- It is a good idea to place Mortars near each other, without putting them in the same wall pocket (if possible). When more than one Mortars' range overlaps, it creates a kill-zone where almost no ground troops can survive.
- Take care when upgrading, as many players use this as a chance to attack. For this reason it is a good idea to only upgrade one Mortar at a time. However, upgrading all of them at once is also viable, as it gets the upgrades out of the way quickly, leaving you more time to benefit from all Mortars being online and maxed out at your current Town Hall level.
- The Mortar's blind spot, low rate of fire, and inability to target air troops makes them vulnerable to a wide variety of different attacks. Fast melee troops such as Barbarians or Goblins (after all resource structures are destroyed) can rush to the Mortar and quickly enter its blind spot. Unfortunately, Archers will always stop and begin firing at a Mortar before they enter its blind spot, so pairing them with a meatshield is ideal.
- The Mortar's relatively low hitpoints makes it very vulnerable to Giants and Lightning Spells. It takes only a pair of appropriately-leveled Lightning spells to take out any Mortar.
- Finally, their inability to target air troops makes Mortars easy pickings for Balloons, Dragons and Minions if they are not covered by Air Defenses.
- When deploying troops, try to avoid deploying ground troops in clumps. The Mortar does great splash damage.
- When initially constructed, the Mortar consists of a solid black launcher tube with two half-disc gimbals on each side. It fires a gray stone shell.
- The level 2 and 3 Mortars grow larger and sport an increasingly wider gold trim on the outer rim of the tube.
- At level 4, the Mortar's gimbals change to a bright golden color, and it sports a wider, pitted ring of gold trim. Its shell changes to a black stone.
- At level 5, the Mortars gold rim reaches its greatest width.
- At level 6, the Mortar's tube turns entirely golden. Its shell becomes a golden fiery ball.
- At level 7, the Mortar's tube reverts to black with golden trim, but acquires a skull on each gimbal (which turn black as well) and bone fragments on the ground in front of it.
- At level 8, the Mortar's color is metallic, and the inside of the tube becomes glowing with what appears to be lava. The golden fiery ball becomes noticeably larger.
|Town Hall Level||1||2||3||4||5||6||7||8||9||10|
|Level||Damage per Second||Damage per Shot||Hitpoints||Cost||Build Time||Experience Gained||Town Hall Level Required|
|Range||Attack Speed||Damage Type||Unit Type Targeted|
|4-11||5s||Splash - 1.5 tiles||Ground|